In the context of the rest of the 3lbb's its doesn't seem particulalryl clear to me, given the many instances in the 3LBB's pointed to in this thread already where the length of a "turn" is clearly inconsistent with the statement in
Move/Turn.
Well I guess it would be worthwhile having a closer look at that context...
Below I have listed every occurrence of the terms "round" and "turn" (excluding alternate meanings such as turn to stone, turn undead, turn left or right, round as a shape or an abbreviation for around, and so). I have checked both the 1st and 6th prints for references to "rounds" as these are of particular interest, and found them to be identical.
References to the Term "rounds"Volume I None.
Volume II p8. TROLLS:
beginning the third melee round after one is hit it will begin to repair itself. Regeneration is at the rate of 3 hit points per turn. p12. Attacking Dragons:
Sleeping Dragons may be attacked with a free
melee round by the attacker and +2 on hit dice for chances of hitting.
p12. Subduing Dragons:
Each
round of melee the number of points scored in hits is ratioed over the total number the Dragon has (hit point total),
p13. Example of Subdual:
The Dragon is not subdued, and a check is then made to see whether he will bite or use his breath weapon during the second melee round. The result indicates he will breathe. The attackers strike again and once more all hit for a total of 12 points. The Dragon breathes and as none make their saving throws the attackers are all killed for they take 66 points of damage from Dragon fire. Subsequently, the referee rolls 01 on the percentile dice (any roll up to 34 would have indicated success) indicating hat the attackers survived they would have subdued the Red Dragon that turn. p14. LYCANTHROPES:
If the young are attacked the female adult will fight at triple value for
four melee rounds,
Volume III p8. THE MOVE/TURN IN THE UNDERWORLD
Melee is fast and furious. There are ten rounds of combat per turn. References to the Term "turns"Volume I p 15. Example of Employing Encumbrance:
The character would move at the speed of an Armored Footman (6"/
turn).
p 23. Hold Portal:
Roll two dice to determine the duration of the spell in
turns.
p 23. Protection from Evil:
Duration: 6
turns.
p 23. Light:
It lasts for a number of
turns equal to 6 + the number of levels of the user; thus, a 7th level Magic-User would cast the spell for 13
turns.
p 23. Detect Invisible Objects
Durations: 6
turns.
p 24. Levitate:
Duration: 6
turns + the level of the user. Range (of levitation): 2"/level of Magic-User, with upwards motion at 6"/
turn.
p 24. Detect Evil:
Duration: 2
turns.
p 25. ESP:
Duration: 12
turns.
p 25. Fly:
the user is able to fly at a speed of up to 12"/
turn. The spell lasts for the number of
turns equal to the level of the Magic-User plus the number of pips on a six-sided die
p 25. Hold Person:
Duration: 6
turns + level of the caster.
p 25. Dispel Magic:
Duration: 1
turn.
p 25. Fire Ball:
Duration: 1
turn.
p 25. Protection from Evil, 10' Radius:
lasts for 12 rather than 6
turns.
p 26. Slow Spell:
Duration: 3
turns.
p 25. Protection from Normal Missiles:
Duration: 12
turns.
p 25. Water Breathing:
Duration: 12
turns.
p 26. Polymorph Self:
Duration: 6
turns.
p 26-27. Confusion:
a positive difference means a
turn delay, ... this check must be made each
turn the spell lasts, and failure means they are confused. ... or attack each other (9-12). Roll each
turn. Duration: 12
turns.
p 27. Wizard Eye:
It moves 12"/
turn. Duration: 6
turns.
p 28. Telekensis:
Duration: 6
turns.
p 28. Transmute Rock to Mud:
The spell takes effect in one
turn,
p 28. Wall of Iron:
Duration: 12
turns.
p 30. Pass-Wall:
Duration: 3
turns.
p 30. Cloudkill:
Movement: 6"/
turn ... Duration: 6
turns.
p 30. Growth of Animals:
Duration: 12
turns.
p 30. Lower Water:
drop to 50% of its depth for ten
turns.
p 30. Part Water:
for a maximum of six
turns.
p 30. Projected Image:
Duration: 6
turns.
p 31. Anti-Magic Shell:
Duration: 12
turns.
p 31. Move Earth:
The spell takes one
turn to go into effect. The terrain affected will move at the rate of 6" per
turn. Duration: 6
turns.
p 31. Cure Light Wounds:
During the course of one full
turn p 31. Detect Evil:
a duration of 6
turns p 31. Protection from Evil:
lasts for 12
turns.
p 31. Light:
duration of 12
turns.
p 31. Find Traps:
The spell lasts for 2
turns.
p 32. Hold Person:
its duration is 9
turns.
p 32. Bless:
During any
turn the prospective recipients of a Bless spell... The spell lasts six
turns.
p 32. Speak with Animals:
Duration: 6
turns.
p 33. Neutralize Poison:
Duration: 1
turn.
p 33. Turn Sticks to Snakes:
Duration: 6
turns.
p 33. Speak with Plants:
Duration: 6
turns.
p 33. Dispel Evil:
Duration: 1
turn.
Volume II p8. TROLLS:
beginning the third melee round after one is hit it will begin to repair itself. Regeneration is at the rate of 3 hit points per turn. p9. VAMPIRES:
regenerate during combat as do Trolls, but they do so immediately upon being hit at the rate of three hit points per turn. p13. Example of subduing Dragon:
...indicating that {had} the attackers survived they would have subdued the Red Dragon that turn. p15. PURPLE WORMS:
In six
turns the swallowed creature will be dead. In twelve
turns it will be totally digested and irrecoverable.
p16. TREANTS:
if they are within 6" of a tree they may cause it to move 3" per
turn p18. Air Elementals:
Forming a whirlwind requires one full
turn as does dissolving it.
p18. Earth Elementals:
move but 6" per
turn p18. Fire Elementals:
move up to 12" per
turn.
p18. Water Elementals:
They move at a rate of 18" per
turn in water, 6" outside water.
p18. OCHRE JELLY:
it causes one die of damage per turn it is in contact with exposed flesh. p18. BLACK (or GRAY) PUDDING:
the monster's corrosive power will eat away the foot and leg protection of the armor so that it will fall-away next turn. p20. GREEN SLIME:
Green Slime sticks to flesh and penetrates it in one turn p20. GRAY OOZE:
It does two dice of damage to exposed flesh for every turn it is in contact with it. p25. Die Roll for Curses: Point 3-4:
Disease, fatal in 3
turns unless healed
p29. Extraordinary Ability Table: Point 88-92:
Healing (1 point/6
turns or 6 points/day)
p29. Extraordinary Ability Table: Point 93-97:
1-4 times normal strength for 1-10
turns p31. POTIONS:
For those with limited effect the time will be six
turns plus the number of pips rolled on a six-sided die.
p31. Potion of Speed:
allowing an encumbered man to move at 6"/
turn p32. Potion of Animal Control:
One
turn after the potion is consumed
p32. Scroll of Protection: Lycanthropes:
Spell duration is 6
turns.
p33. Scroll of Protection: Undead:
Spell duration is 6
turns.
p33. Scroll of Protection: Elementals:
Spell duration is 4
turns.
p33. Scroll of Protection: Magic:
prevents all magical functions, in or out, for 8
turns.
p33. Ring of weakness:
making him weaker at a rate of 10%/
turn p33. Ring of regeneration:
The wearer will recover damage at the rate of 1 point/
turn.
p34. Ring of X-Ray Vision:
A 1" x 1" section can be viewed during 1
turn.
p35. Snake Staff:
or preventing counter-attack otherwise, for 1-4
turns.
p35. Staff of Wizardry:
The Staff will generate sufficient webs to cover a 1" x 1" x 2" area in any turn. Giants and similarly powerful creatures can break through them in two turns, and lesser creatures will take proportionately longer. A Flaming Sword will slash through them in one turn. p36. Elemental Control Items:
All are rather bulky and require one
turn to set up or store away if they are carried with an expedition. They will summon the Elemental in but one
turn.
p37. Broom of Flying:
allows the owner to fly at Dragon speed (24"/
turn).
p37. Flying Carpet:
This device carries up to 3 persons at a speed of 18"/
turn, while one occupant will allow it to move at 30"/
turn.
p38. Horn of Blasting:
Creatures which are in its path will sustain two dice of damage and deafened for one
turn if not killed.
Volume III p5. bullet point 8:
Falling into the pit would typically cause damage if a 1 or a 2 were rolled. Otherwise, it would only mean about one
turn of time to clamber out, providing the character had spikes or associates to pull him out, and providing the pit wasn't one with a snap-shut door and the victim was alone.
p6. Example tricks and traps:
Sinking rooms, including rooms which seem to sink, while the doors remain shut fast for a period of several
turns p8. THE MOVE/TURN IN THE UNDERWORLD
Movement (distances given in Vol. 1) is in segments of approximately ten minutes. Thus it takes ten minutes to move about two moves — 120 feet for a fullyarmored character. Two moves constitute a turn, except in flight/pursuit situations where the moves/turn will be doubled (and no mapping allowed). Time must be taken to rest, so one
turn every hour must be spent motionless, and double the rest period must be taken after a flight/pursuit takes place.
Time spent searching for anything (secret passages, hidden treasure, etc.), loading treasure, listening, ESP'ing, hiding, will be adjudged by the referee as to what portion of a
turn will be used by the activity. Typically, ESP'ing will take but a quarter
turn, while searching a ten foot section of wall for secret passages will require a full
turn.
Melee is fast and furious. There are ten rounds of combat per turn. p10. Wandering Monsters
At the end of every
turn the referee will roll a six-sided die to see if a "wandering monster" has been encountered.
p13. EXAMPLE OF THE REFEREE MODERATING A DUNGEON EXPEDITION:
CAL: I will secure the case and necklace in my back pack, while the others will, by
turn, fill their packs with coppers.
REF: This will require; four
turns. (He checks for monsters wandering in, and on the forth try one is indicated.
p17. THE WILDERNESS: MOVEMENT:
turn: Each move will constitute one day. Each day is considered a turn. p17. THE WILDERNESS: Lost Parties:
There is a chance of being lost, the chance depending on the type of terrain the party begins its
turn upon.
p17. THE WILDERNESS: Wandering Monsters:
At the end of each day (
turn) the referee will check to see if a monster has been encountered.
p20. THE WILDERNESS: Pursuit:
For each hex moved in pursuit, a party must spend one-half day resting (remember, a day equals one turn). p25. AERIAL COMBAT: PLAYING AREA:
Counters numbered in 1" increments can be prepared, and the appropriate one be placed with the unit when the
turn is finished, thus indicating height in inches.
p25. AERIAL COMBAT: WRITTEN ORDERS:
Firing missiles is always allowable at the end of a
turn unless the firer is meleed and unable to do so
p27. AERIAL COMBAT: MISSILE FIRE: Bombing:
Bombing runs must be in a straight line for the whole
turn of movement
p28. NAVAL COMBAT: TYPES OF VESSELS AND MOVEMENT: Oared Movement:
The number of
turns that a stroke can be kept up is based on the fatigue factor.
p29. NAVAL COMBAT: TYPES OF VESSELS AND MOVEMENT: Sailed Movement:
Anything above a strong breeze makes sailing impossible, and the vessels must simply run before the storm, moving 3" per
turn in the direction the wind is blowing.
p29. NAVAL COMBAT: Wind Force:
Galleys in a Fresh to Strong breeze have a 10% chance per
turn of shipping water.
p30. NAVAL COMBAT: RAMMING: Point 4:
The rammed ship suffers from 10% to 60% damage, and there is a 25% chance that it is holed below the waterline and will sink in 3-18
turns unless patched.
p30. NAVAL COMBAT: RAMMING: Point 5:
Patching a hole below the waterline requires 5
turns of work by ten men, and there is a 25% chance the job will not hold, requiring another five
turns to replace.
p31. NAVAL COMBAT: SHEARING OFF OARS:
A ship with sheared oars will be dead in the water for three
turns, and thereafter it will move at one-half speed maximum.
p31. NAVAL COMBAT: GRAPPLING:
Allow three grappling attempts per ship to be made during any
turn.
p31. NAVAL COMBAT: BOARDING:
For every three feet of deck space parallel to the ship to be boarded one man per turn can board. p32 NAVAL COMBAT: MELEE: General Notes on Melee: Point 3:
So for instance when a giant attacks the door on a standard ship it will probably only cost him half his movement points while it would take ten men an entire
turn to break it down.
...
So, again, say it would take a man with a sword three turns to cut a piece of rigging, or an anchor rope, while a giant would tear it apart in a single turn. p32. NAVAL COMBAT: COMMAND CONTROL: Point 6:
Personnel engaged in melee will only respond to commands when a roll of 1-4 is made (on a six-sided die). This will be checked each
turn. Therefore, orders for withdrawal, for example, can be given for three
turns later which allows three
turns for the personnel to respond.
p33. NAVAL COMBAT: SWIMMING:
Note that in gale and storm conditions there is a 50% chance that any man in the water will drown. Roll for this possibility each
turn.
...
Swimming speed is 3" per
turn. Survivors swimming can swim to any ship they can reach and be picked up if the ship is moving at "slow" oared speed or under 15" per
turn in any case.
p34. Mermen:
Swimmers will travel 15" per
turn p34. Nixies:
These creatures operate only in fresh water moving 9" per
turn.
p34. Dragon Turtle:
The Dragon Turtle moves only 9" per
turn. The Dragon Turtle can breathe steam in an area like that of the fire of a Red Dragon. Their number of Hit Dice range from 11 - 13. It is in all other respects like dragons, except the Dragon Turtle cannot fly and moves at 3" per
turn on land.
p35. Giant Leeches:
these monsters move at 6" per
turn. When they attack a hit means that rather than score damage to their opponents they have attached themselves, and every two
turns they will drain one life energy level.
p35. Giant Crocodiles:
Crocs move 15" per
turn in water, 9" per
turn on land.
p35. Giant Snakes:
Moving at a speed of 20" per
turn, the great snakes of the Sea (or large lakes) will attack as do Purple Worms. They can take from 6 - 36 hits, and the largest are able to wrap themselves around small ships (Longship or smaller) and cause them to suffer 10% per
turn due to constriction.
p35. Giant Octopi and Giant Squids:
Found only in salthingyer, these monsters are able to move at 9" and 12" per
turn respectively,
p35. Giant Crabs:
They travel 6" per
turn.
p36. Giant Fish:
Moving at 30" to 50" per
turn,
So in summary, it is stated explicitly in volume III (p 8) that, underground at least, there are ten combat rounds per ten minute turn. It is very reasonable to conclude that, underground, a round is one minute long.
It is also stated that, in the wilderness, a turn (an "exploration turn") is one day in duration. As no other definition is given for a "combat turn" in the wilderness, it is not unreasonable to assume that what is given for dungeon exploration is applicable. If the players wish to fight their outdoor combats at the same level of detail as they fight their dungeon combats, then it is entirely reasonable to do so.
Moreover, the specifics of (outdoor) naval combat strongly imply the same. E.g., "For every three feet of deck space parallel to the ship to be boarded one man per
turn can board.", and "it would take a man with a sword three
turns to cut a piece of rigging, or an anchor rope, while a giant would tear it apart in a single turn.". It all seems very much in line with what could be achieved in a one minute, underground "turn".
It is also quite clear that where "rounds" are used explicitly in the 3LBBs, the terms "round" and "turn" are used quite interchangeably to refer to a "combat turn".
As many of the spells or spell-like effects are purposefully for combat, it seems likely that durations for these (given as "turns") are intended to be "combat turns", aka "rounds". It is arguable that some spells are intended to last longer, and that in the case of these, "turns" refers instead to "exploration turns" (meaning 10 minute turns underground, or one day turns in the wilderness). We can confirm which these are in the AD&D PHB.
It seems sensible also that many of the supernatural-powers attributed to monsters (such as an air elemental forming into a whirlwind, vampire regeneration, ooze and slime damage to exposed flesh per turn, etc.) should likewise function at the melee round level. So in the case of these a "turn" refers to "combat turn" aka "round".
Admittedly, it is not obvious whether it should take 6 minutes, or 60 minutes or 6 days for a purple worm to digest a swallowed hero, whether it should take 1 minute, 10 minutes or 1 day to prepare an item of elemental conjuring, nor whether curses that bestow diseases should be fatal in 3 minutes, 30 minutes, or 3 days. It would seem very strange indeed if these durations were tens of minutes underground, but then days in the wilderness! In any case, I see these cases not as a problem, but as a perfectly good opportunity for a referee to step in and make a campaign specific ruling.
It really doesn't seem so confusing. I just use the underground scale for all combat, regardless of where it occurs.
Enjoy
edit: fixed grammar, added naval example, added green highlights.